Here is a test I did with beta 153.
As a professional artist, I am extremely picky about how my images look. In fact, if one pixel is out of place, it bothers me. While it is not so big of deal on a rock or something, on a very small face it could be huge.
So, here is a comparison of pixel art I am working on for my first game. This is for a health bar and power-up.
I have labeled everything. On the left is low quality, and on the right is high quality.
Both are set to scale inner in Chrome using point sampling. Resolution is 540x960px. Low quality is fullscreen low quality and high dpi set to no. High quality is fullscreen quality to high and high dpi to yes.
I am using a 23" 1080p monitor with a nice, sharp picture. You may need to save the image and zoom in if you can't see the details.
A. This skull is full size, and is about 21x26px. As you can see, they are both the same either way.
B. Perfectly round objects are a bit of a problem when resized. This image has been downscaled from 40x40px to 32x32px in C2. Low quality has rougher edges and missing pixels. However, even in high quality mode the edges are rough and the pixels are squished.
The small square shows some missing pixel data and "squished" pixels for comparison.
C. This is a different image entirely with transparent edges to make it smoother. Again, the image was resized in C2. Low quality is obviously worse and has missing pixels as well, but even high quality suffers from squished pixels even though the edges are nicer.
D. This is the ball at full size. There is really no difference in either.
In conclusion, the only "safe" way I see to render pixel art is to keep everything at full size and simply draw it the correct size in your art program (I use photoshop cs5).